#ifndef ISTEAMUTILS003_H
#define ISTEAMUTILS003_H
#ifdef STEAM_WIN32
#pragma once
#endif

class ISteamUtils003
{
public:

	// return the number of seconds since the user 
	virtual uint32 GetSecondsSinceAppActive() = 0;
	virtual uint32 GetSecondsSinceComputerActive() = 0;

	// the universe this client is connecting to
	virtual EUniverse GetConnectedUniverse() = 0;

	// Steam server time - in PST, number of seconds since January 1, 1970 (i.e unix time)
	virtual uint32 GetServerRealTime() = 0;

	// returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
	// e.g "US" or "UK".
	virtual const char *GetIPCountry() = 0;

	// returns true if the image exists, and valid sizes were filled out
	virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;

	// returns true if the image exists, and the buffer was successfully filled out
	// results are returned in RGBA format
	// the destination buffer size should be 4 * height * width * sizeof(char)
	virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;

	// returns the IP of the reporting server for valve - currently only used in Source engine games
	virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0;

	// return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
	virtual uint8 GetCurrentBatteryPower() = 0;

	// returns the appID of the current process
	virtual uint32 GetAppID() = 0;

	// Sets the position where the overlay instance for the currently calling game should show notifications.
	// This position is per-game and if this function is called from outside of a game context it will do nothing.
	virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;

	// API asynchronous call results
	// can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
	virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
	virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
	virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;

	// this needs to be called every frame to process matchmaking results
	// redundant if you're already calling SteamAPI_RunCallbacks()
	virtual void RunFrame() = 0;

	// returns the number of IPC calls made since the last time this function was called
	// Used for perf debugging so you can understand how many IPC calls your game makes per frame
	// Every IPC call is at minimum a thread context switch if not a process one so you want to rate
	// control how often you do them.
	virtual uint32 GetIPCCallCount() = 0;

	// API warning handling
	// 'int' is the severity; 0 for msg, 1 for warning
	// 'const char *' is the text of the message
	// callbacks will occur directly after the API function is called that generated the warning or message
	virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;

	// Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
	// start & hook the game process, so this function will initially return false while the overlay is loading.
    virtual bool IsOverlayEnabled() = 0;
};

#endif // ISTEAMUTILS003_H